The Ice Caves
of Azinth
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‘After an uneventful journey, you arrive at King
Ezred's palace. The imposing keep looks prepared for
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‘one usually sees in peacetime. Ezred smiles as you enter
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though you can see worry lines creased across his face,
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“I have a task which needs completion,” he begins,
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northern border has been cloaked in ice for all that time,
blocking the passes to our northern neighbors. We sent
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believe that Kanshek instigated this magical winter
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trade routes through other nations, and our ports
remained busy enough to support the economy — but this
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unknown party who claims he knows how to end this
five-year winter, He has arranged a meeting at an
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those passes. If you perform this task for me, you will
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(The Ice Caves
of Azinth
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Third Edition, published by
recourse
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designed for 3-5 characters of levels 2-4. It can be played
as a standalone adventure or dropped into any ongoing
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Renee ee)Row fo Use This Product
This adventure is designed to be easily dropped into your
existing Third-Edition D&D campaign. It can be run in a single
session, and it makes for an excellent evening's gaming. To
prepare yourself to run it, you should read it completely at
least once to familiarize yourself with the material. You may
wish to photocopy the map in the center of the book for ease
of use as well, The text on the back of the book can
be read to your players to introduce them to the adventure.
Ater that, you're ready to begin. Good luck!
Dungeons and Dragons”
This module requires the use of the Dungeons and
Dragons” Player's Handbook, Third Edition, published
by Wizards of the Coast® You won't be able to run this
adventure without i
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Out of Body, Out of Mind by Patrick Kapera
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ee
(Phe Ice Caves of
Azinth
by James Macduff
DM Background
(Note: Feel free to replace the kingdoms and personalities
here with those from your own campaign if you wish.)
‘The mountainous terrain on the northern side of the king.
dom of Azinth has been frozen in ice for over five years
Passes have been blocked, snow has fallen in the height of
summer, and no one venturing into the northern mountains
has ever returned. King Ezred thinks that these circumstances
were caused by his nation’s enemy, the Kingdom of Kanshek,
in preparation for war. He has asked the party to investigate
essage from an unknown person who claims to know how
to end the seemingly eternal winter
‘Azinth’s trouble is being caused by a feud ~ but not the
feud Ezred thinks. Five years ago, a pair of reclusive wizards
in the mountains ~ Magal the Undying and Kavon Deralia
had been squabbling over esoteric matters and arranged a
meeting in the caves beneath Magal's tower to resolve their
differences. Unfortunately, tempers flared rather than cooled,
and their argument devolved into an open duel. Powerful
explosions shook the earth for miles around, and ares of
magical power rose in frantic bursts from Magal’s tower as the
two unleashed their awesome powers at each other.
After several hours of blistering magic, the duel reached
its apex: Magal summoned a water elemental from a nearby
spring, which enveloped Kavon in an effort to drown her. As
a last-ditch effort to defeat her rival, Kavon activated a magic
necklace known as the Circle of Ice. The artifact placed her in
a magical sleep, but it had an unforeseen reaction with the
‘elemental in which she was encased.
‘The elemental froze solid, and the Circle unleashed a
wave of magical winter. Snow began falling in a 100-mile
radius, and temperatures dropped to well below freezing. The
sudden atmospheric change caused the ceiling above the two
combatants to collapse. Magal was crushed beneath a ton of
rock (rendering his name somewhat fallacious), and Kavon
remained trapped in suspended animation within the frozen
elemental. The ice and cold will remain until she is released
from her frigid prison.
The letter comes from Primus, an artificially created
servitor of Kavon. Primus has searched vainly for his mistress
for five years. He finally determined her location, but he
cannot free her himself. He needs help from outsiders (i.e,
the party) to get to her. King Ezred is willing to provide the
party with any nonmagical equipment they need, including
‘winter clothes, torches, and mountain ponies for climbing the
treacherous mountain pathways. The inn specified in Primus's
note lies some 60 miles from Ezred's castle.Sire Tn
Assault on the Road
‘The road into the mountains winds through a gorgeous
vista of hillocks, hollows, and pine-covered woodlands.
Although itis summer, the temperature drops steadily the
further you ride — far more quickly than normal. Snow
begins falling on the afternoon of the first day's travel, and
by sunset it has completely covered the countryside. The
village and farmhouses of Azinth slowly drop away, leading
to dilapidated structures which have been abandoned to
the cold, The north end of the kingdom feels like a
frostshrouded ghost town.
As light begins to fade, you can see an empty farmhouse
up the road, on the far side of a small copse of trees. It
looks like to good place to spend the night.
Sara rn
The inn stands at the crossroads of a pair of trails, one
heading deeper into the mountains the other running par-
allel to the taller peaks, presumably circling back toward
‘Azinth. The place has clearly been abandoned for some
time, though there are signs of recent use. It is a huge,
cavernous building, with multiple gables. A rotting stable
stands nearby. Empty windows gape out at the road, and a
huge snowdrift rests in the open doorway. A sign bearing
the inn's name ~ The Owl's Roost — hangs by rusty chains
over the awning, creaking in the wind. As you approach the
inn, the sputtering flame of a candle can be seen within,
Assuming the party enters the inn, read the following
passage:
Though the people of Kanshek have nothing to do with
the perpetual snow, they have no desire to see the mountain
passes reopened. A spy informed them of King Ezred’s plan,
and they dispatched a squad of 6 guerilla fighters (hp 19
each) t0 stop the heroes before they reach the inn, These
soldiers ate waiting in the trees to ambush the heroes once
they pass. The men are all skilled fighters. They dress in non-
descript clothing with no discerning marks, and wear chain
mail with short bows and bastard swords. If more than half of
the ambushers are killed, the survivors flee. Captured soldiers
reveal who they are working for and why, and they swear not
to molest the party any further if released. They are good to
their word ~ if the party is willing to accept it.
oS age eee ee
Hide +5, Lore +5.
Feats: Exotic Improved Initiative,
‘Power Attack, Weapon Focus (bastard sword).
‘The Man at the Inn
Ittakes another day’s travel after the ambush to reach the
inn where the party is to rendezvous with Primus. The snow
flies more rapidly as they travel north, and by midday the
heroes need to bundle up in warm clothes or suffer the effects
of exposure to the cold. For this, the heroes much each make
Fortitude saving throw every hour (DC 15, +1 per previous
consecutive check) or sustain 1d6 points of subdual damage
from hypothermia.
The hills rise higher and higher, leading to imposing
‘mountain peaks which dominate the horizon. The wilderness
from here on in is covered in snow and ice, and the path
becomes treacherous: at points. You may ask for periodic
Balance checks (DC 15) to avoid slipping and falling.
‘The snow eventually tapers off (making travel easier),
and the party comes across the inn just after sunset
‘The abandoned main room is scarcely warmer than the
snowy road outside. Ieicles hang from the rafters, and
the few remaining pieces of furniture are covered in drifts.
A long bar extends along the length of the right-hand wall,
warped and twisted by exposure to the elements.
‘The candle burns on a wobbly table in the center of the
room, filling the inn with yawning shadows. The light illu-
minates a hulking form wrapped in a hooded cloak and
standing in an open doorway. The figure stands almost
eight feet tall, but you cannot make out its face
“You come from Ezred?” it asks in a lisping voice.
“Lam Primus, first servitor to Kavon Deralia, Mistress of
Magic, Lady of the Mountains, my all-knowing creator, and
blessing unto the world. I bid you welcome in her name
and thank you for making such a harrowing journey.”
Primus steps into the light and pulls his ood hack. His
face is a nightmarish jumble of disparate parts sewn
together by what appear to be leather stitches. His right
eye is clearly reptilian, while his left is a bright, elfin blue.
An oversized hand wrapped in crude bandages extends
openly as he gestures for you to gather around the table.
Once you have settled, he begins:
“Five years ago, my mistress vanished while on a
Journey to visit a fellow celestial, At the same time, this
cursed cold descended upon the world, doubtless a sign of
mourning that the Lady of the Mountains had passed from
our lives. But I would not accept that such a bright light
would ever dim. For five years, I searched for signs of her.
[ travelled every inch of these mountains, saw things that
‘would drive lesser creatures mad. 1 endured pain and suf-
fering, the likes of which you can scarcely conceive. Finally,
after all of my trials, I discovered that which I had sought
so long: My mistress yer lived!
“Alas, [ could not reach her, for she remained trapped
deep beneath the earth, and my form could not squeeze
into the tiny entrance. | despaired of saving her. I could not
show my face in Azinth, and 1 knew that the king would
deny my request for aid, for a monster I must seem to one
such as he.
“Then I heard news of a war brewing between Azinth
and her neighbor. I knew that king Ezred would need the< Tea
eternal winter to end if he wished his kingdom to survive.
With my guidance, he would send people to help me free
‘my lost mistress. And here you are.
“I can lead you to the caves where the Lady of
Mountains is imprisoned, and I can tell you how to free her
‘once you find her. Then the winter will end and your king
will have his passes open again, We leave in the morning.”
‘The last sentence come across as an absolute truth rather
than a suggested plan.
How the characters deal with Primus is up to them. He
wants nothing more than to free his mistress and, he assumes
the party desires it as badly as he does. He defends himself if
attacked, but otherwise he’s as helpful as he can be. He is
happy to answer questions, although his knowledge is limit-
ced. He knows that Kavon lies beneath the ruined tower “of a
fellow celestial” and that she has been trapped in ice. Primus
seems to believe that the mountains are mourning for the loss
of his mistress and that the snow will stop if she is returned.
He is unshakable in the belief that Kavon is a perfect goddess,
and he becomes confused (though not hostile) if the heroes
suggest otherwise. They clearly don't understand.
If the characters express concerns about sleeping in the
m, he offers to stand guard for them (“My mistress wisely
built me so as not to require sleep,” he explains). If they men-
tion the cold, he excuses himself without a word and returns
several hours later with enough firewood to roast an ox. The
next morning, the heroes presumably take the golem at his
‘word ~ while keeping a careful eye on him, of course — and
allow him to take them to Magal’s tower. Otherwise, their
mission may well be at an unsuccessful end.
Primus (Flesh Golem): GR 7. SZ 1; HD 9410; hp 49; Init 0;
Spd 40 ft; AC 17 (1 size, +10 natural); Atk: 2 slams +10
‘melee (2d8%+5); Reach 10 ft; $A berserk; SQ construct, magic
‘immunity, damage reduction 15/+1; SV Fort +3, Ref +2,
Will +3; Str21, Dex 11, Con =, Int 11, Wis 11, Cha 15 AL. N.
‘Skills: Hide +5, Move Silently +5, Spor +8, Wilderness Lore +8.
‘eats; Improved Initiative, Track.
dourney to the Power
In the morning, Primus leads the heroes off the estab-
lished path and onto a barely visible game trail leading
straight into the wilderness. It becomes quite treacherous,
‘ascending to a series of perilous mountain ledges before final-
ly terminating at a small snow-covered vale. You can make the
journey as simple or as hazardous as you wish, but be sure to
‘emphasize the dangers inherent in the territory. Multiple par-
ties from Azinth have died in these mountains, and the PCs
should feel it. The cold gnaws mercilessly at their extremities,
and unprotected characters should suffer the effects of cold
‘exposure (Fortitude saving throw (DG 15, +1 per previous
check) or 1d6 points of subdual damage). Luckily, Primus
leads them through with surefooted assurance. He seems
‘unconcerned by the precipitous drops and perilous ledges and
moves like a mountain goat through the snow and ice
Sarr TT
When you feel the party has had enough, read the fol
lowing passage:
‘Though it seems like the cliffs and ledges will never end,
they finally give way to firmer ground. Primus leads you
down a slippery slope to the opening of a wide vale. It must
have been a beautiful place once, but some dreadful cata-
strophe seems to have stricken it. A small forest of dead
trees rise up out of the snow, and here and there you can
spot skeletons in the drifts ~ not all of which are human.
At the far end of the vale, you can see a dark finger of
stone pointing into the air, a massive tower, the top of
which has been sheared off and now lies broken on the icy
ground around the building.
“There,” Primus gestures. “There is the resting place of
my benevolent mistress.”
Remorhaz
‘The skeletons are the result of a remorhaz (hp 73) that
has taken up residence nearby. It considers the valley a private
hunting ground and has dined well on Magal’s surviving min
ions in the area. The party's vibrations attract its attention,
and it attacks when they are about halfway across the vale. It
rises up out of the ground with a colossal crash and attempts
to grab the nearest character and scurry off with him or her.
Normally such a creature a would prove too strong for
inexperienced heroes. However, Primus leaps valiantly to
their defense, and the polar worm retreats from the encounter
after losing only a third of its hit points. twas looking for an
easy meal, and it can be driven off by a fieree counterattack,
‘The PCs might assume that they've seen the last of it. Would
that it were true
‘The tower stands buttressed up against the rising peaks
at the far end of the valley. Stones and debris from the ruined
top can be found over 100 feet away. It appears as ifthe build-
ing exploded from the inside.
Huge cracks and fissures in the earth spread out from the
tower's foundations. Some of them hiss with jets of steam,
and all of them look unstable. (One of them, in fact, killed
Magal the Undying as it opened.) Primus leads the party to
the edge of a particularly large crack, one big enough to allow
man-sized or smaller creatures to pass through, but not the
golem. A character looking close enough (Spot, DC 10) can
see marks on the edges of the crevasse: the places where
Primus attempted to force his way down the crack.
“Somewhere down there, my lady lies trapped,” Primus
rumbles. “I hear her mind calling to me, but I ean move no
closer. The crevasse is to0 narrow for my body to pass. You
‘must find her and free her using this.” He holds out a strange
slowing ball that radiates heat when touched. (This is an
efreet orb. See “New Magic Item” on page 15.) “When you find
her, you must clench this ball in your right hand, lay it as
close to my mistress as you can, and say the word ‘sun.’ Do
not do this until you have located the Mistress of Magic, for
its powers may only be used once. 1 will wait here until you
retum, my friends, and beware: The other celestial had ser
‘ants of his own, who doubtless lurk in the eaves beneath.”
4
5Sarr
Primus can carefully lower the party one by one into the
crevasse, then hand them down their equipment as they wish.
The Ice Caves
‘Chamber 1: Entrance
‘The crevasse empties into a huge cavern. Your torches illu-
minate a mirror surface of ice coating every inch of the
walls, floor, and ceiling. You can slide harmlessly along the
slick surface from the crack to the floor. Gigantic icicles
hang down from the corners, and small eddies of snow
blow merrily across the area, The crevasse runs lengthwise
across the surface, illuminating the chamber with harsh
sunlight from above. The northem and southern ends
stretch off into the darkness, beyond the reach of your
torches,
‘The south end of the cavern gradually narrows into an icy
passageway. It also contains a pile of frozen bones (human
and otherwise) stacked crudely against the wall. The most
recent samples are cool but not frozen, suggesting that
something has fed recently.
If the heroes move south past the bones, read the
following passage to them.
‘The cavern gradually grows narrower, shrinking into a
rough-hewn passage that extends east-southeast. The for-
‘mation looks entirely natural, with stalactites and stalag-
‘mites competing for space with the icicles. As you move
forward, you can hear a series of grunts and growls coming
from further down the passage.
Chamber 2: Snow Apes
‘The passageway eventually widens into a large, natural
chamber much like the entrance. It is occupied by a small
tribe of 5 snow apes (hp 32 each), a variant of dire apes with
white fur to match the climate.
‘There are two males and three females in the band. They
have built a crude nest in the center of the chamber, and one
of the males always watches the nearby passageways. The
party's scent has alerted the apes to the presence of
interlopers, and they aggressively defend their territory. They
hhurl chunks of ice at long range (1d6+5 damage per chunk),
then use their claws and teeth at close range. The apes retreat
Sarr TT
if they suffer more than 50% casualties or witness a signif
cant display of flame-based magic (fireball or the like), pulling
back into the northern passageway toward Chamber 3. The
‘apes are aware of the deadfall there and know how to pass it
without harm. They do not pursue retreating adventurers, but
they eagerly devour any bodies left behind.
Chamber 5: Deadtall
This chamber opens up naturally from the great central
cavern. It appears much the same as the rest of the area,
‘though there is more ice and debris littering the floor here
than elsewhere.
The southeastern portion of this great cavern has
collapsed, but a thin sheet of ice has developed over the open
pits. Anyone weighing more than SO pounds who steps on the
dicated area of the map breaks through, dropping to
the stone floor some 60 feet below. (Pit Trap: 646 damage,
Reflex save (DC 20) avoids, Search (DC 20).) Luckily, a huge
stalactite (also indicated on the map) has fallen across the pit,
forming a solid walkway to traverse it. Though it is hidden by
ice and debris, careful PCs who make a Search roll (DC 20)
should be able to spot it. In addition, observant heroes pur
suing the snow apes from Chamber 2 can avoid the deadfall
by following their path. You should mind the heroes’ attitude
during such a scenario. If they're madly charging after the
apes, they should fall through. If they're proceeding carefully
‘or watching the apes closely, give them a Spot roll (DC 15) to
notice how precisely the apes chose their path. d
‘The bottom of the pit contains a pair of dead snow apes
and a frozen, human corpse wearing the robes of a wizard's
apprentice. (This is Magal’s assistant, who was killed in
the collapse while rushing to his master’s aid). The body is,
‘wearing an omate necklace worth approximately 2,000 gp,
and it has two potions of healing and a set of boots of
elvenkind.
Chamber 4: The Ice Mephit
The areas north of the main cavern seem smoother and.
more artificial. The passages have a uniform feel to them.
Unlike the natural formations further south, these were
clearly shaped by human hands and are probably the
underground levels of the wizard's tower.collapsed
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fare nie‘As you enter a small room, the impression becomes crystal
clear. The straight walls consist of neatly laid stone, and the
frost cannot hide the arcane symbols etched into the floor.
A set of bookshelves lines the walls, filled with all manner
of frozen scrolls and icicle-lined tomes. The books have
apparently been replaced haphazardly, some piled in
stacks, others shoved into comers. A strange, winged crea-
ture ~ about four feet tall with blue translucent skin — is
perched atop one of the bookshelves. He's reading a small
book, and as you enter, he throws it grumpily upon a grow-
ing pile of texts in the corner.
The creature was originally a water mephit, a small,
elemental creature who Magal convinced to serve as his
helper. The magical reverberations of the wizards’ duel trans-
formed the creature into an ice mephit (hp 13), a fact which
has caused it no end of constemation. It has tried for some
time to reverse the process, but so far has been unsuccessful.
‘The PCs have caught it futilely poring through Magal's old
spellbooks in its umpteenth effort to glean some vital clue.
‘The heroes’ presence surprises the mephit, but unless they
attack, the creature quickly takes on a friendly countenance
and attempts to engage the heroes in conversation. It appears
particularly interested in any wizard characters. Magicians
represent a potential “cure,” and if the PCs seem receptive,
the mephit attempts to bargain with them in exchange for
helping it transform back to its natural state.
‘The mephit claims it knows how to restore Kavon (it's
lying), and it makes any number of outlandish promises to get
the help it desperately needs. None of the thing’s words are
true, and the spirit intends to backslide out of the bargain as
soon as it can assume its natural form again. If the heroes
agree to assist the creature, it wishes to begin immediately
and pesters them to drop all their other concerns in order to
“make it better.” If the heroes don't agree, it pesters them to
reconsider, following them out of the area if necessary.
It becomes a source of constant annoyance for the remainder
of the adventure, flitting around the heroes’ heads, asking irk-
some questions, and ruining any chance of surprising any of
the caves’ other monsters.
If attacked, the mephit attempts to escape, flying high to
avoid melee weapons and holding off the party with its cold
breath. If it escapes, it continues to plague the heroes
throughout the adventure, using its high mobility and icy
breath to hamper their every effort.
Use of the effect orb reverts the mephit to its original
form, but then the item can’t be used to help Kavon ~ not
before recharging leastways, and the heroes have no idea the
orb is reusable.
‘The books in the room are seriously damaged by the cold,
but careful reconstruction can produce a few spell scrolls:
dispel magic, sleet storm, fog cloud, and shocking grasp
Reconstructing each scroll requires the services of a good
scribe (charging at least 200 gp per scroll), and 1d4+2 days
‘of work per scroll. It requires a Profession (scribe) skill check
(DC 14) to determine which scrolls can be saved
10
‘age from fire without ta ee
5/41. SV na 10, Int
12, Wis 11, Cha ease Sora eepem 46,
‘Move Silemly +9, Spot +6. Feats: Improved Initiative,
Chamber 5: Den of the hounds
A stout doorway with a huge padlock once blocked the
entrance to this chamber, but the barrier has long since
been smashed. Frost coats the tattered remnants of the
door, which hang from the wall by a rusty pair of hinges.
The room beyond is almost bare, save for an
assortment of cages that lie in pieces against one wall, a
few remnants of what may have once been laboratory
‘equipment. The cages originally looked big enough to each
hold a creature the size of a large wolf. Several huge snow-
drifts have built up in the comers of the room, and the
‘wind whistles through a set of tiny cracks in the ceiling.
Magal originally used this room as a lab, performing
gruesome experiments on living subjects. The cages once held
@ group of seven hellhounds, bound magically while Magal
poked and prodded them. The duel with Kavon and resulting
magical backlash reacted strangely with the beasts’ essence,
transforming them into hounds of winter. Four of the trans-
formed creatures escaped into the nearby woods, where they
have been breeding, but 3 Hounds of Winter (hp 22 each)
remained in the complex and currently wait in ambush. They
have buried themselves in the snowdrift closest to the door
(undetectable by normal means), and they wait until the
characters have all entered the room before attacking. They
will fight to the death
‘The cracks in the room's ceiling lead to the surface, but
they are too small for anyone to squeeze through. Most of the
lab has long since been destroyed, a few magic items remain
intact. A careful search produces a potion of protection from
fire in a shatterproof bottle and a +1 short sword of frost,
Hounds of Winter (3): CR 3. SZ M (outsider, evi, cold, lawful);
‘HD 4d8+4; hp 22; Init +5 (+1 Dex, +4 Improved Initiative);
‘Spd 40 fi; AC 17 (+1 Dex, +5 natural); Atk: bite, +5 melee
(1d8 +1); $A breath weapon (cone of fost, 30 ft, every 204
the radius in
grease
‘89 Scent, outsider, cold subtype (immune to cold, double
damage from fire without save), icewalking. SV Fort +5, Ref +5,
Will +4; Str 13, Dex 13, Con 13, it 6, Wis 10, Cha 6. AL LE.
‘Skill: Hide +5, Move Silently +5, Spot +8, Wildemess Lore +8,
Feats: Improved tnitiative, Track,
uwSe ee
Chamber 6: Eestung Bughear
‘As you move cautiously down this corridor, your light illu
minates what appears to be a rough barricade barring the
passage ahead. Suddenly, a pair of javelins whiz out of the
darkness, directly toward you.
‘This section of the dungeon houses a group of 7 bug-
bears (hp 16 each) that moved in following Magal’s demise.
They have managed to eke out a sizeable territory. The
Javelins come from a pair of sentries ensconced behind the
barricade. After hurling the javelins, they alert their fellows,
By the time time heroes reach the barricades, the entire band
is prepared for them. The bugbears fight defensively, but do
‘not retreat. They wish only to drive the party out of their
territory. If the entire clan is slain, the party may investigate
the area beyond. There's not much to find: a few filthy, straw
mats, a battered dart board, the skulls of several enemies
(including a pair of snow apes), and a locked chest contain:
ing the bugbears' treasure: 1,000 gp and a ring worth 500 gp.
Bugbears (7): CR 2. SZ.M (goblinoid); HD 248 + 3; hp 16
cach; Init +1 (Dex); Sp 30 ft; AC 17 (+1 Dex, +3 natural, +2
‘eather, +1 small shield); Atk: morningstar +4 melee (14842),
or javelin +3 ranged (146+2); SQ darkvision 60 fe.; SV Fort +2,
Ref +4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9;
AL CE. Skills: Climb +2, Hide +3, Listen +3, Move Silently +6,
‘Spot +3. Feats: Alertness.
Chamber 7: Phe Living Poi
‘This high-vaulted chamber contains the shattered remnants
‘of what appears to be a wizard’s laboratory. Smashed bot-
tles and furniture are spread throughout the room, and sev
eral ruined diagrams hang on the walls. The ice on the
floor forms patterns of concentric circles, like ripples on a
pond that had suddenly frozen over. The walls and ceiling
have fallen in places, and chunks of masonry litter the
floor. A stairway in the comer — presumably leading to
the now-missing tower above — has completely collapsed. A
skeleton in wizard’s robes lies crushed beneath a
particularly large stone.
‘The far wall is covered in ice, like a huge waterfall. in
the center sits a bizarre sight: a huge, translucent, vaguely
humanoid shape rising up out of the surrounding iee. The
crude face has a look of anger on it, and the sculpture’s
primitive arms thrust up toward the ceiling. A female form
hhangs suspended in the center of the outcropping, as
unmoving as the rest of the chamber. You can see blonde
hair and blue robes through the distorted ice, and the
figure’s hands seem to grasp at her throat
This former laboratory of Magal now contains the bodies
of the two duelists: one dead beneath the rubble, one sealed
within the ice. The woman in the outcropping is Kavon
———
Deralia, trapped by her own magic in the frozen body of a
water elemental. The party has reached its goal
‘The efreet orb has the magic to break the spell. The PCs
must simply follow Primus’ instructions: clench it in a right
hand, place it within two feet ofthe frozen elemental, and say
the word “sun” aloud. Activated, the ball explodes in a
brilliant burst of fiery power, instantly melting the ice and
releasing the trapped magician,
Unfortunately, the magic frees the water elemental (hp
68) as well. Three rounds after the efreet orb detonates, the
elemental reforms and launches an attack against Kavon. She
has 82 hit points, but it takes her 15 rounds to recover from
her lengthy hibernation. She is quite helpless before the crea
ture unless the party steps in to defend her. ‘The elemental
turns its attention to the PCs if they take action against it. The
ice in the chamber is considered water for purpose of combat.
(Everyone is touching water, although no one is underwater.)
‘Water Elemental, Large (1): CR 5, $2 L. (elemental, water);
HD 848 + 32; hp 68; Init +2 (Dex); Spd 20 f., swim 90 f.;
AC 20 (1 size, +2 Dex, +9 natural); Atk: slam +10/+5 melee
(2d8 +7); Reach 10 fe SA water mastery (+1 attack and dam-
age if both it and opponent touch water), drench (touch douses,
‘any nonmagical fre and dispels. fire as dispel magi),
vortex (once every 1Ominutes); SQ elemental, damage reduction
10/+1; SV Fort +10, Ref +4, Will +2; Str 20, Dex 14, Con 19,
{Int 6, Wis 11, Cha 11; ALN. Skills: Listen +11, Spot +11.
Feats: Cleave, Power Attack.
Epilogue
If all goes well, the party defeats the elemental and res-
cues Kavon, The sorceress is extremely grateful, and once she
has recovered, she can take them out of the caves with no fur
ther incident. Even if the heroes do not succeed in saving
Kavon from the elemental, releasing her from the her frozen
prison still breaks the magical spell. The snow tapers off
almost immediately, and within a week the ice and frost have
melted, freeing the passes for Azinth to bring in supplies.
One final, unpleasant revelation awaits the party. As they
exit the caves, they come across the body of Primus, his dead
hands locked around the corpse of the remorhaz. The beast
returned while the party was beneath the tower, and the
ensuing melee claimed the lives of both participants.
Kavon allows the party to keep the efreet orb, and she
escorts them back to the abandoned inn where they First spent
the night, though she won't go further into Azinth, (Her pes-
ence in the mountains is stil a secret, and she wants to keep
it that way). If the promise to not reveal her existence, she
provides them each with one magic item apiece from her col:
lection: anything listed in the Dungeon Master's Guide and val
ued at 8,000 gp or less.
In addition to Kavon’s rewards, a grateful King Ezted
rewards the heroes with 2,000 gp apiece and a medal for
Valor in the Defense of Azinth. The entire kingdom considers
them heroes, and they should find their reputation in the area
significantly enhanced. The exact effects are up to you.
2
6Thounds of Winter
Medium-Sized Outsider (Evi, Cold, Lawful)
Before his untimely demise, Magal the Undying wished to
discover the essence of certain infernal beasts. To this end, he
captured several hell hounds for the purposes of experimen-
tation. He had made significant progress, in fact, when Kavon
Deralia came calling. His experiments were the source of their
feud. She thought he went too far, and she worried that his
effort might unleash a cataelysm that would destroy the entire
region.
The wave of magical energy unleashed by the Cirle of foe
engulfed Magal’s “altered” hell hounds, transforming them
into the hounds of winter. They promptly broke free from
their confinement (designed to contain fire-based creatures
only) and ran rampant through the ice caves. A handful of
them escaped the area and have begun breeding in the frozen
wastes. Within a few years, the mountains north of Azinth
should be full ofthe beasts.
‘The hounds of winter appear as large, powerful mastifs
with thick, white far composed of thousands of tiny ice erys-
tals. Their skins and tongues are frost blue, and their eyes
glow a wintery white. Winter hounds are every bit as evil and
vicious as their hot-blooded cousins, and they enjoy toying
with their prey — sometimes for hours — before killing it,
Combat
The hounds of winter hunt in packs, using the local ter-
rain to their advantage. They rarely stray outside of their
established territory. They seem to enjoy chasing their prey ~
sometimes they draw a hunt out for hours ~ and often work
to drive potential victims into deadfalls, dead ends, and other
terrible positions. They like to use their icewalk ability to
good advantage, comering their prey in the middle of frozen
ponds or other slippery surfaces.
Hit Dice: 4d8-+4 (22 hp) save), icewalking
Initiative: +5 (+1 Dex, Saves: Fort +5, Reflex +5,
+4 Improved Initiative). will +4
‘Speed: 40 ft Abilis: Str 13, Dex 13,
AC: 17 (+1 Dex, +5. Con 13, Int 6, Wis 10,
natural) Cha 6
Attacks: Bite +5 melee Skills: Hide +5, Move
Damage: Bite 148 +1 Silently +5, Spot +8,
Face/Reach: 5 ft. by ‘Wilderness Lore +8
5 ht/s ft Feats: Improved Initiative,
Special Aracks: Breath “Track
weapon (cone of frost, ‘Climate/Terrain: Any cold.
30/ft, every 2d4 rounds, __land and underground:
1d6+3 damage; coats Organization: Solitary,
‘everything within the ‘pair, or pack (5-12)
radius in a slippery coat of Challenge Rating: 3
ice, creating effects equiva- Treasure: None
lent to grease spell) Alignment: Always
‘Special Qualities: Scent, lawful evil
‘outsider, cold subtype ‘Advancement Range: 5-8
(immune to cold, double ‘HD (Large)
damage from fire without
“
Attacks: The bite of the hounds of winter is icy cold and
causes frostbite damage (factored in to the stats) in addition
to the fangs. Once every 2d4 rounds, each hound can breathe
a cone of cold, 30 feet, damage 1d6 +3. Anything within the
radius of the breath becomes coated with slick, slippery ice;
teat the area as if a grease spell had been cast upon it. The
cunning hounds have learned to use their breath weapon
indirectly - to tip up fleeing victims or prepare a kill site
before the hunt begins.
Teewalking: The hounds are able to move across ice and
snow as if it was solid, stable, dry ground. This is partially due
to their vicious claws, but it's mostly owed to their magical
nature,
€freet Orb
‘Some believe the efreet orb is an amazing artifact that
originated in the fabled City of Brass, but in actuality it’s just
the creation of a minor magicuser with a flare for the
dramatic. Kavon Deralia won the device in a card game with
her magic-wielding peers many years ago, and it has
remained in her treasure trove ever since. It is not known if
any other efreet orbs exist, but Kavon herself has learned how
to create additional orbs, and she can teach qualified wizards
how to do so if she wishes,
‘The orb appears as a small globe about the size of @
tennis ball. It constantly glows a soft, warm red, providing
light equal to the flame of a single candle. It radiates heat at
all times, although it may be handled without damage. It's
‘more really warm than hot
‘When the efreetorb’s user clenches it in his right hand and
utters the first command word (“fire”), the warmth increases
dramatically. It then protects all those within a 10-foot radius
from all chilling effects of weather and outdoor exposure.
Even so, it can still be handled barehanded.
If the uses hurls the orb and utters the second command
word (“sun”), then it explodes in powerful blast of heat,
causing an effect
equal to a fireball
spell cast by a
sixth-level wizard.
Each time this
ability is used, it
temporarily drains
the orb of all its
powers. It takes
two to four days
of “recharge time”
before it ean be
used again.
Gaster Level:
9th; Prerequisites:
Craft Wondrous
Item, light,
burning hands,
fireball; Market
Price: 12,000 gp.
Weight: 1 pound,
6